I was reading some of the many M+ posts, and I responded to several, and had some thoughts, so here is one more M+ Post.
After reading a bunch of thoughts, I was thinking about what made M+ feel better to me, pre-squish than post. Now this is just my opinion and take on it, and you can agree or disagree, but that makes it neither right or wrong. Just a take.
Pre-Squish, as we all know, there was a much less steep ramp in difficulty. There was less difficulty ramp, from key to key. That shallower ramp, eventually led to a point where you plateaued. This could be at +4, +6, +15, +24. That mattered on the skill and dedication of the player to reach their plateau of difficulty. Now players reach their plateau much much sooner.
Why does this matter? The feeling of progressing is important. At all levels. At the top, they are progging keys, to min/max their gameplay to be able to barely time the key. At the lower levels, it was just getting to a +10 or KSM. The point is, that you could incrementally increase that difficulty and feel like you are getting better little by little. At all levels. The dopamine hit of getting some more score, or timing a higher key, or just getting that little bit of progress happened over a longer period of time and a broader range.
Post-Squish, everyone reaches their plateau faster. The difficulty ramp is very steep, and from my experience, I hit my plateau for the patch very early on. I hit KSM on two chars, and got AoTC on two. I just dont have the time to invest in regular scheduled play, and pushing that higher end isnt what I enjoy. So in my case, I progressed my characters to where I normally do, quickly. And the difficulty ramp is much steeper, so progressing further is a greater challenge. So I have the options, to play alts, push higher, or play something else.
What I think a lot of people are experiencing, and why we are feeling like there is a lower participation rate, is that people are reaching their plateau, at all difficulty/skill ranges early, and arent progressing past them. And the ramp up to that next-ish level of difficulty/skill is a bigger jump. And getting over that hump can be discouraging.
Those middling key levels, where the difficulty ramp was shallow was, in my opinion a good thing. The better players could jump up the ramp in leaps to where they wanted to play, and the less skilled players, ie. me, could walk up that ramp, gradually increasing difficulties, making small gains and feeling like I am progressing. Now even if technically the progression is similar post-squish as opposed to pre. It doesnt feel that way. And feeling is what makes people play the game.